A few things I've confirmed:
1) Ending a midscreen combo with f4 cancel into dd1 it is a safe reload against the entire cast except for balance Kenshi tele-flurry move. I'm 95% sure this is true. I've tested it against teleport characters with both tech roll on and off and they'll never get you in time.
2) Ending a juggle with b14 cancel into dd1 is a safe reload against the entire cast including 6 frame reversals e.g. Cassie's flip kick.
Easiest combo to perform with 3 grenades that end in a safe reload:
low: b332 df11 f2 df11 f2 df11 f4 dd1 > 35%
overhead: b14 df11 f2 df11 f2 df11 f4 dd1 > 32%
7 frame starter: 121 df11 f2 df11 f2 df11 f4 dd1 > 33%
good poking distance: f2 df11 f2 df11 f2 df11 f4 dd1 > 33%
Here are 2 optimal and safe corner reloads I've discovered. I tested a combination of other normals, but these do the same damage and are easier to pull off. The first one does 39% and the second does 38%. The second one is easier to do, so I recommend that. The first one requires some height adjustments and pauses:
starter > df11 4 df11 4 df11 njp b14 dd1
Here are some set ups I came up with. Please give me some feedback. I want you to poke holes in it. I already know the holes but if there's something you can improve, let us know:
1) Wake and bake mindgames - put opponent in the corner. Throw a frag grenade out (this set up only works with frag). Opponent thinks "oh shit, have to block the grenade." You go in for a forward throw. Grenade blows up, knocks both players down. Sonya gets thrown far away from the corner. Opponent thinks "now is my chance to get out of the corner." Activate wake n bake. Opponent walks forward into explosion and they're back in the corner and Sonya reloads:
Loses to: delay wake up, opponent doesn't do anything, opponent jumps. Character specific: teleports, projectiles
2) Starter to above combo I mentioned, except end it in f2 EX dd1. Perform a 50/50 on their wake up. If they guess wrong, you can chase them to the corner and finish it with 12, 12, b14 dd1 for a safe reload (works against 6 frame reversals)
Loses to: delay wake up, reversal right after drone call (character specific. Also risky for the opponent because if they armor wake up, they eat the grenade damage plus a well timed 50/50 will stuff it), jump
3) Same concept as #2. This time chase the opponent to the corner and do 12, 12, 12, 121 ex dd1 and a well timed normal will stuff their wake up. This works on corners with or without walls. All you need is the first grenade to detonate.
Loses to: same as #2 but you will still be at an advantage because they're in the corner.
More tech to come as I figure them out...
Update:
Adding potential 50/50 post to this to consolidate as well:
d4 staggered 50/50? potential 35% or 36% damage.
d4 is +20 on hit. If you cancel it into ex drone, the grenades should be out before the opponent can start blocking. You can do an overhead or a d3 as a 50/50 to a run chase f2 bf4.
There is a very small window where the opponent can armor through after the stagger, but if he does, the 2nd and 3rd grenade will most likely hit the opponent because they blow up after the armor duration is over. Character specific of course, so it's going to need more testing:
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